﻿#region --- License ---
/*
Copyright (c) 2006 - 2008 The Open Toolkit library.

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
 */
#endregion

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Xml.Serialization;

namespace Ignitron.EEngine.Maths
{

    /// <summary>Represents a 4D vector using four single-precision floating-point numbers.</summary>
    /// <remarks>
    /// The EVector4 structure is suitable for interoperation with unmanaged code requiring four consecutive floats.
    /// </remarks>
    [Serializable]
    [StructLayout(LayoutKind.Sequential)]
    public struct EVector4 : IEquatable<EVector4>
    {
        #region Fields

        /// <summary>
        /// The X component of the EVector4.
        /// </summary>
        public float X;

        /// <summary>
        /// The Y component of the EVector4.
        /// </summary>
        public float Y;

        /// <summary>
        /// The Z component of the EVector4.
        /// </summary>
        public float Z;

        /// <summary>
        /// The W component of the EVector4.
        /// </summary>
        public float W;

        /// <summary>
        /// Defines a unit-length EVector4 that points towards the X-axis.
        /// </summary>
        public static readonly EVector4 UnitX = new EVector4(1, 0, 0, 0);

        /// <summary>
        /// Defines a unit-length EVector4 that points towards the Y-axis.
        /// </summary>
        public static readonly EVector4 UnitY = new EVector4(0, 1, 0, 0);

        /// <summary>
        /// Defines a unit-length EVector4 that points towards the Z-axis.
        /// </summary>
        public static readonly EVector4 UnitZ = new EVector4(0, 0, 1, 0);

        /// <summary>
        /// Defines a unit-length EVector4 that points towards the W-axis.
        /// </summary>
        public static readonly EVector4 UnitW = new EVector4(0, 0, 0, 1);

        /// <summary>
        /// Defines a zero-length EVector4.
        /// </summary>
        public static readonly EVector4 Zero = new EVector4(0, 0, 0, 0);

        /// <summary>
        /// Defines an instance with all components set to 1.
        /// </summary>
        public static readonly EVector4 One = new EVector4(1, 1, 1, 1);

        /// <summary>
        /// Defines the size of the EVector4 struct in bytes.
        /// </summary>
        public static readonly int SizeInBytes = Marshal.SizeOf(new EVector4());

        #endregion

        #region Constructors

        /// <summary>
        /// Constructs a new instance.
        /// </summary>
        /// <param name="value">The value that will initialize this instance.</param>
        public EVector4(float value)
        {
            X = value;
            Y = value;
            Z = value;
            W = value;
        }

        /// <summary>
        /// Constructs a new EVector4.
        /// </summary>
        /// <param name="x">The x component of the EVector4.</param>
        /// <param name="y">The y component of the EVector4.</param>
        /// <param name="z">The z component of the EVector4.</param>
        /// <param name="w">The w component of the EVector4.</param>
        public EVector4(float x, float y, float z, float w)
        {
            X = x;
            Y = y;
            Z = z;
            W = w;
        }

        /// <summary>
        /// Constructs a new EVector4 from the given EVector2.
        /// </summary>
        /// <param name="v">The EVector2 to copy components from.</param>
        public EVector4(EVector2 v)
        {
            X = v.X;
            Y = v.Y;
            Z = 0.0f;
            W = 0.0f;
        }

        /// <summary>
        /// Constructs a new EVector4 from the given EVector3.
        /// The w component is initialized to 0.
        /// </summary>
        /// <param name="v">The EVector3 to copy components from.</param>
        /// <remarks><seealso cref="EVector4(EVector3, float)"/></remarks>
        public EVector4(EVector3 v)
        {
            X = v.X;
            Y = v.Y;
            Z = v.Z;
            W = 0.0f;
        }

        /// <summary>
        /// Constructs a new EVector4 from the specified EVector3 and w component.
        /// </summary>
        /// <param name="v">The EVector3 to copy components from.</param>
        /// <param name="w">The w component of the new EVector4.</param>
        public EVector4(EVector3 v, float w)
        {
            X = v.X;
            Y = v.Y;
            Z = v.Z;
            W = w;
        }

        /// <summary>
        /// Constructs a new EVector4 from the given EVector4.
        /// </summary>
        /// <param name="v">The EVector4 to copy components from.</param>
        public EVector4(EVector4 v)
        {
            X = v.X;
            Y = v.Y;
            Z = v.Z;
            W = v.W;
        }

        #endregion

        #region Public Members

        /// <summary>
        /// Gets or sets the value at the index of the Vector.
        /// </summary>
        public float this[int index]
        {
            get
            {
                if (index == 0) return X;
                else if (index == 1) return Y;
                else if (index == 2) return Z;
                else if (index == 3) return W;
                throw new IndexOutOfRangeException("You tried to access this vector at index: " + index);
            }
            set
            {
                if (index == 0) X = value;
                else if (index == 1) Y = value;
                else if (index == 2) Z = value;
                else if (index == 3) W = value;
                else throw new IndexOutOfRangeException("You tried to set this vector at index: " + index);
            }
        }

        #region Instance

        #region public void Add()

        /// <summary>Add the Vector passed as parameter to this instance.</summary>
        /// <param name="right">Right operand. This parameter is only read from.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Add() method instead.")]
        public void Add(EVector4 right)
        {
            this.X += right.X;
            this.Y += right.Y;
            this.Z += right.Z;
            this.W += right.W;
        }

        /// <summary>Add the Vector passed as parameter to this instance.</summary>
        /// <param name="right">Right operand. This parameter is only read from.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Add() method instead.")]
        public void Add(ref EVector4 right)
        {
            this.X += right.X;
            this.Y += right.Y;
            this.Z += right.Z;
            this.W += right.W;
        }

        #endregion public void Add()

        #region public void Sub()

        /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
        /// <param name="right">Right operand. This parameter is only read from.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Subtract() method instead.")]
        public void Sub(EVector4 right)
        {
            this.X -= right.X;
            this.Y -= right.Y;
            this.Z -= right.Z;
            this.W -= right.W;
        }

        /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
        /// <param name="right">Right operand. This parameter is only read from.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Subtract() method instead.")]
        public void Sub(ref EVector4 right)
        {
            this.X -= right.X;
            this.Y -= right.Y;
            this.Z -= right.Z;
            this.W -= right.W;
        }

        #endregion public void Sub()

        #region public void Mult()

        /// <summary>Multiply this instance by a scalar.</summary>
        /// <param name="f">Scalar operand.</param>
        [Obsolete("Use static Multiply() method instead.")]
        public void Mult(float f)
        {
            this.X *= f;
            this.Y *= f;
            this.Z *= f;
            this.W *= f;
        }

        #endregion public void Mult()

        #region public void Div()

        /// <summary>Divide this instance by a scalar.</summary>
        /// <param name="f">Scalar operand.</param>
        [Obsolete("Use static Divide() method instead.")]
        public void Div(float f)
        {
            float mult = 1.0f / f;
            this.X *= mult;
            this.Y *= mult;
            this.Z *= mult;
            this.W *= mult;
        }

        #endregion public void Div()

        #region public float Length

        /// <summary>
        /// Gets the length (magnitude) of the vector.
        /// </summary>
        /// <see cref="LengthFast"/>
        /// <seealso cref="LengthSquared"/>
        public float Length
        {
            get
            {
                return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
            }
        }

        #endregion

        #region public float LengthFast

        /// <summary>
        /// Gets an approximation of the vector length (magnitude).
        /// </summary>
        /// <remarks>
        /// This property uses an approximation of the square root function to calculate vector magnitude, with
        /// an upper error bound of 0.001.
        /// </remarks>
        /// <see cref="Length"/>
        /// <seealso cref="LengthSquared"/>
        public float LengthFast
        {
            get
            {
                return 1.0f / MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
            }
        }

        #endregion

        #region public float LengthSquared

        /// <summary>
        /// Gets the square of the vector length (magnitude).
        /// </summary>
        /// <remarks>
        /// This property avoids the costly square root operation required by the Length property. This makes it more suitable
        /// for comparisons.
        /// </remarks>
        /// <see cref="Length"/>
        /// <seealso cref="LengthFast"/>
        public float LengthSquared
        {
            get
            {
                return X * X + Y * Y + Z * Z + W * W;
            }
        }

        #endregion

        /// <summary>
        /// Returns a copy of the EVector4 scaled to unit length.
        /// </summary>
        public EVector4 Normalized()
        {
            EVector4 v = this;
            v.Normalize();
            return v;
        }

        #region public void Normalize()

        /// <summary>
        /// Scales the EVector4 to unit length.
        /// </summary>
        public void Normalize()
        {
            float scale = 1.0f / this.Length;
            X *= scale;
            Y *= scale;
            Z *= scale;
            W *= scale;
        }

        #endregion

        #region public void NormalizeFast()

        /// <summary>
        /// Scales the EVector4 to approximately unit length.
        /// </summary>
        public void NormalizeFast()
        {
            float scale = MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
            X *= scale;
            Y *= scale;
            Z *= scale;
            W *= scale;
        }

        #endregion

        #region public void Scale()

        /// <summary>
        /// Scales the current EVector4 by the given amounts.
        /// </summary>
        /// <param name="sx">The scale of the X component.</param>
        /// <param name="sy">The scale of the Y component.</param>
        /// <param name="sz">The scale of the Z component.</param>
        /// <param name="sw">The scale of the Z component.</param>
        [Obsolete("Use static Multiply() method instead.")]
        public void Scale(float sx, float sy, float sz, float sw)
        {
            this.X = X * sx;
            this.Y = Y * sy;
            this.Z = Z * sz;
            this.W = W * sw;
        }

        /// <summary>Scales this instance by the given parameter.</summary>
        /// <param name="scale">The scaling of the individual components.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Multiply() method instead.")]
        public void Scale(EVector4 scale)
        {
            this.X *= scale.X;
            this.Y *= scale.Y;
            this.Z *= scale.Z;
            this.W *= scale.W;
        }

        /// <summary>Scales this instance by the given parameter.</summary>
        /// <param name="scale">The scaling of the individual components.</param>
        [CLSCompliant(false)]
        [Obsolete("Use static Multiply() method instead.")]
        public void Scale(ref EVector4 scale)
        {
            this.X *= scale.X;
            this.Y *= scale.Y;
            this.Z *= scale.Z;
            this.W *= scale.W;
        }

        #endregion public void Scale()

        #endregion

        #region Static

        #region Obsolete

        #region Sub

        /// <summary>
        /// Subtract one Vector from another
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <returns>Result of subtraction</returns>
        public static EVector4 Sub(EVector4 a, EVector4 b)
        {
            a.X -= b.X;
            a.Y -= b.Y;
            a.Z -= b.Z;
            a.W -= b.W;
            return a;
        }

        /// <summary>
        /// Subtract one Vector from another
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <param name="result">Result of subtraction</param>
        public static void Sub(ref EVector4 a, ref EVector4 b, out EVector4 result)
        {
            result.X = a.X - b.X;
            result.Y = a.Y - b.Y;
            result.Z = a.Z - b.Z;
            result.W = a.W - b.W;
        }

        #endregion

        #region Mult

        /// <summary>
        /// Multiply a vector and a scalar
        /// </summary>
        /// <param name="a">Vector operand</param>
        /// <param name="f">Scalar operand</param>
        /// <returns>Result of the multiplication</returns>
        public static EVector4 Mult(EVector4 a, float f)
        {
            a.X *= f;
            a.Y *= f;
            a.Z *= f;
            a.W *= f;
            return a;
        }

        /// <summary>
        /// Multiply a vector and a scalar
        /// </summary>
        /// <param name="a">Vector operand</param>
        /// <param name="f">Scalar operand</param>
        /// <param name="result">Result of the multiplication</param>
        public static void Mult(ref EVector4 a, float f, out EVector4 result)
        {
            result.X = a.X * f;
            result.Y = a.Y * f;
            result.Z = a.Z * f;
            result.W = a.W * f;
        }

        #endregion

        #region Div

        /// <summary>
        /// Divide a vector by a scalar
        /// </summary>
        /// <param name="a">Vector operand</param>
        /// <param name="f">Scalar operand</param>
        /// <returns>Result of the division</returns>
        public static EVector4 Div(EVector4 a, float f)
        {
            float mult = 1.0f / f;
            a.X *= mult;
            a.Y *= mult;
            a.Z *= mult;
            a.W *= mult;
            return a;
        }

        /// <summary>
        /// Divide a vector by a scalar
        /// </summary>
        /// <param name="a">Vector operand</param>
        /// <param name="f">Scalar operand</param>
        /// <param name="result">Result of the division</param>
        public static void Div(ref EVector4 a, float f, out EVector4 result)
        {
            float mult = 1.0f / f;
            result.X = a.X * mult;
            result.Y = a.Y * mult;
            result.Z = a.Z * mult;
            result.W = a.W * mult;
        }

        #endregion

        #endregion

        #region Add

        /// <summary>
        /// Adds two vectors.
        /// </summary>
        /// <param name="a">Left operand.</param>
        /// <param name="b">Right operand.</param>
        /// <returns>Result of operation.</returns>
        public static EVector4 Add(EVector4 a, EVector4 b)
        {
            Add(ref a, ref b, out a);
            return a;
        }

        /// <summary>
        /// Adds two vectors.
        /// </summary>
        /// <param name="a">Left operand.</param>
        /// <param name="b">Right operand.</param>
        /// <param name="result">Result of operation.</param>
        public static void Add(ref EVector4 a, ref EVector4 b, out EVector4 result)
        {
            result = new EVector4(a.X + b.X, a.Y + b.Y, a.Z + b.Z, a.W + b.W);
        }

        #endregion

        #region Subtract

        /// <summary>
        /// Subtract one Vector from another
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <returns>Result of subtraction</returns>
        public static EVector4 Subtract(EVector4 a, EVector4 b)
        {
            Subtract(ref a, ref b, out a);
            return a;
        }

        /// <summary>
        /// Subtract one Vector from another
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <param name="result">Result of subtraction</param>
        public static void Subtract(ref EVector4 a, ref EVector4 b, out EVector4 result)
        {
            result = new EVector4(a.X - b.X, a.Y - b.Y, a.Z - b.Z, a.W - b.W);
        }

        #endregion

        #region Multiply

        /// <summary>
        /// Multiplies a vector by a scalar.
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <returns>Result of the operation.</returns>
        public static EVector4 Multiply(EVector4 vector, float scale)
        {
            Multiply(ref vector, scale, out vector);
            return vector;
        }

        /// <summary>
        /// Multiplies a vector by a scalar.
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <param name="result">Result of the operation.</param>
        public static void Multiply(ref EVector4 vector, float scale, out EVector4 result)
        {
            result = new EVector4(vector.X * scale, vector.Y * scale, vector.Z * scale, vector.W * scale);
        }

        /// <summary>
        /// Multiplies a vector by the components a vector (scale).
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <returns>Result of the operation.</returns>
        public static EVector4 Multiply(EVector4 vector, EVector4 scale)
        {
            Multiply(ref vector, ref scale, out vector);
            return vector;
        }

        /// <summary>
        /// Multiplies a vector by the components of a vector (scale).
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <param name="result">Result of the operation.</param>
        public static void Multiply(ref EVector4 vector, ref EVector4 scale, out EVector4 result)
        {
            result = new EVector4(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z, vector.W * scale.W);
        }

        #endregion

        #region Divide

        /// <summary>
        /// Divides a vector by a scalar.
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <returns>Result of the operation.</returns>
        public static EVector4 Divide(EVector4 vector, float scale)
        {
            Divide(ref vector, scale, out vector);
            return vector;
        }

        /// <summary>
        /// Divides a vector by a scalar.
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <param name="result">Result of the operation.</param>
        public static void Divide(ref EVector4 vector, float scale, out EVector4 result)
        {
            Multiply(ref vector, 1 / scale, out result);
        }

        /// <summary>
        /// Divides a vector by the components of a vector (scale).
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <returns>Result of the operation.</returns>
        public static EVector4 Divide(EVector4 vector, EVector4 scale)
        {
            Divide(ref vector, ref scale, out vector);
            return vector;
        }

        /// <summary>
        /// Divide a vector by the components of a vector (scale).
        /// </summary>
        /// <param name="vector">Left operand.</param>
        /// <param name="scale">Right operand.</param>
        /// <param name="result">Result of the operation.</param>
        public static void Divide(ref EVector4 vector, ref EVector4 scale, out EVector4 result)
        {
            result = new EVector4(vector.X / scale.X, vector.Y / scale.Y, vector.Z / scale.Z, vector.W / scale.W);
        }

        #endregion

        #region Min

        /// <summary>
        /// Calculate the component-wise minimum of two vectors
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <returns>The component-wise minimum</returns>
        public static EVector4 Min(EVector4 a, EVector4 b)
        {
            a.X = a.X < b.X ? a.X : b.X;
            a.Y = a.Y < b.Y ? a.Y : b.Y;
            a.Z = a.Z < b.Z ? a.Z : b.Z;
            a.W = a.W < b.W ? a.W : b.W;
            return a;
        }

        /// <summary>
        /// Calculate the component-wise minimum of two vectors
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <param name="result">The component-wise minimum</param>
        public static void Min(ref EVector4 a, ref EVector4 b, out EVector4 result)
        {
            result.X = a.X < b.X ? a.X : b.X;
            result.Y = a.Y < b.Y ? a.Y : b.Y;
            result.Z = a.Z < b.Z ? a.Z : b.Z;
            result.W = a.W < b.W ? a.W : b.W;
        }

        #endregion

        #region Max

        /// <summary>
        /// Calculate the component-wise maximum of two vectors
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <returns>The component-wise maximum</returns>
        public static EVector4 Max(EVector4 a, EVector4 b)
        {
            a.X = a.X > b.X ? a.X : b.X;
            a.Y = a.Y > b.Y ? a.Y : b.Y;
            a.Z = a.Z > b.Z ? a.Z : b.Z;
            a.W = a.W > b.W ? a.W : b.W;
            return a;
        }

        /// <summary>
        /// Calculate the component-wise maximum of two vectors
        /// </summary>
        /// <param name="a">First operand</param>
        /// <param name="b">Second operand</param>
        /// <param name="result">The component-wise maximum</param>
        public static void Max(ref EVector4 a, ref EVector4 b, out EVector4 result)
        {
            result.X = a.X > b.X ? a.X : b.X;
            result.Y = a.Y > b.Y ? a.Y : b.Y;
            result.Z = a.Z > b.Z ? a.Z : b.Z;
            result.W = a.W > b.W ? a.W : b.W;
        }

        #endregion

        #region Clamp

        /// <summary>
        /// Clamp a vector to the given minimum and maximum vectors
        /// </summary>
        /// <param name="vec">Input vector</param>
        /// <param name="min">Minimum vector</param>
        /// <param name="max">Maximum vector</param>
        /// <returns>The clamped vector</returns>
        public static EVector4 Clamp(EVector4 vec, EVector4 min, EVector4 max)
        {
            vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
            vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
            vec.Z = vec.X < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
            vec.W = vec.Y < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
            return vec;
        }

        /// <summary>
        /// Clamp a vector to the given minimum and maximum vectors
        /// </summary>
        /// <param name="vec">Input vector</param>
        /// <param name="min">Minimum vector</param>
        /// <param name="max">Maximum vector</param>
        /// <param name="result">The clamped vector</param>
        public static void Clamp(ref EVector4 vec, ref EVector4 min, ref EVector4 max, out EVector4 result)
        {
            result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
            result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
            result.Z = vec.X < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
            result.W = vec.Y < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
        }

        #endregion

        #region Normalize

        /// <summary>
        /// Scale a vector to unit length
        /// </summary>
        /// <param name="vec">The input vector</param>
        /// <returns>The normalized vector</returns>
        public static EVector4 Normalize(EVector4 vec)
        {
            float scale = 1.0f / vec.Length;
            vec.X *= scale;
            vec.Y *= scale;
            vec.Z *= scale;
            vec.W *= scale;
            return vec;
        }

        /// <summary>
        /// Scale a vector to unit length
        /// </summary>
        /// <param name="vec">The input vector</param>
        /// <param name="result">The normalized vector</param>
        public static void Normalize(ref EVector4 vec, out EVector4 result)
        {
            float scale = 1.0f / vec.Length;
            result.X = vec.X * scale;
            result.Y = vec.Y * scale;
            result.Z = vec.Z * scale;
            result.W = vec.W * scale;
        }

        #endregion

        #region NormalizeFast

        /// <summary>
        /// Scale a vector to approximately unit length
        /// </summary>
        /// <param name="vec">The input vector</param>
        /// <returns>The normalized vector</returns>
        public static EVector4 NormalizeFast(EVector4 vec)
        {
            float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z + vec.W * vec.W);
            vec.X *= scale;
            vec.Y *= scale;
            vec.Z *= scale;
            vec.W *= scale;
            return vec;
        }

        /// <summary>
        /// Scale a vector to approximately unit length
        /// </summary>
        /// <param name="vec">The input vector</param>
        /// <param name="result">The normalized vector</param>
        public static void NormalizeFast(ref EVector4 vec, out EVector4 result)
        {
            float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z + vec.W * vec.W);
            result.X = vec.X * scale;
            result.Y = vec.Y * scale;
            result.Z = vec.Z * scale;
            result.W = vec.W * scale;
        }

        #endregion

        #region Dot

        /// <summary>
        /// Calculate the dot product of two vectors
        /// </summary>
        /// <param name="left">First operand</param>
        /// <param name="right">Second operand</param>
        /// <returns>The dot product of the two inputs</returns>
        public static float Dot(EVector4 left, EVector4 right)
        {
            return left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
        }

        /// <summary>
        /// Calculate the dot product of two vectors
        /// </summary>
        /// <param name="left">First operand</param>
        /// <param name="right">Second operand</param>
        /// <param name="result">The dot product of the two inputs</param>
        public static void Dot(ref EVector4 left, ref EVector4 right, out float result)
        {
            result = left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
        }

        #endregion

        #region Lerp

        /// <summary>
        /// Returns a new Vector that is the linear blend of the 2 given Vectors
        /// </summary>
        /// <param name="a">First input vector</param>
        /// <param name="b">Second input vector</param>
        /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
        /// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
        public static EVector4 Lerp(EVector4 a, EVector4 b, float blend)
        {
            a.X = blend * (b.X - a.X) + a.X;
            a.Y = blend * (b.Y - a.Y) + a.Y;
            a.Z = blend * (b.Z - a.Z) + a.Z;
            a.W = blend * (b.W - a.W) + a.W;
            return a;
        }

        /// <summary>
        /// Returns a new Vector that is the linear blend of the 2 given Vectors
        /// </summary>
        /// <param name="a">First input vector</param>
        /// <param name="b">Second input vector</param>
        /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
        /// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
        public static void Lerp(ref EVector4 a, ref EVector4 b, float blend, out EVector4 result)
        {
            result.X = blend * (b.X - a.X) + a.X;
            result.Y = blend * (b.Y - a.Y) + a.Y;
            result.Z = blend * (b.Z - a.Z) + a.Z;
            result.W = blend * (b.W - a.W) + a.W;
        }

        #endregion

        #region Barycentric

        /// <summary>
        /// Interpolate 3 Vectors using Barycentric coordinates
        /// </summary>
        /// <param name="a">First input Vector</param>
        /// <param name="b">Second input Vector</param>
        /// <param name="c">Third input Vector</param>
        /// <param name="u">First Barycentric Coordinate</param>
        /// <param name="v">Second Barycentric Coordinate</param>
        /// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
        public static EVector4 BaryCentric(EVector4 a, EVector4 b, EVector4 c, float u, float v)
        {
            return a + u * (b - a) + v * (c - a);
        }

        /// <summary>Interpolate 3 Vectors using Barycentric coordinates</summary>
        /// <param name="a">First input Vector.</param>
        /// <param name="b">Second input Vector.</param>
        /// <param name="c">Third input Vector.</param>
        /// <param name="u">First Barycentric Coordinate.</param>
        /// <param name="v">Second Barycentric Coordinate.</param>
        /// <param name="result">Output Vector. a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</param>
        public static void BaryCentric(ref EVector4 a, ref EVector4 b, ref EVector4 c, float u, float v, out EVector4 result)
        {
            result = a; // copy

            EVector4 temp = b; // copy
            Subtract(ref temp, ref a, out temp);
            Multiply(ref temp, u, out temp);
            Add(ref result, ref temp, out result);

            temp = c; // copy
            Subtract(ref temp, ref a, out temp);
            Multiply(ref temp, v, out temp);
            Add(ref result, ref temp, out result);
        }

        #endregion

        #region Transform

        /// <summary>Transform a Vector by the given Matrix</summary>
        /// <param name="vec">The vector to transform</param>
        /// <param name="mat">The desired transformation</param>
        /// <returns>The transformed vector</returns>
        public static EVector4 Transform(EVector4 vec, EMatrix4 mat)
        {
            EVector4 result;
            Transform(ref vec, ref mat, out result);
            return result;
        }

        /// <summary>Transform a Vector by the given Matrix</summary>
        /// <param name="vec">The vector to transform</param>
        /// <param name="mat">The desired transformation</param>
        /// <param name="result">The transformed vector</param>
        public static void Transform(ref EVector4 vec, ref EMatrix4 mat, out EVector4 result)
        {
            result = new EVector4(
                vec.X * mat.Row0.X + vec.Y * mat.Row1.X + vec.Z * mat.Row2.X + vec.W * mat.Row3.X,
                vec.X * mat.Row0.Y + vec.Y * mat.Row1.Y + vec.Z * mat.Row2.Y + vec.W * mat.Row3.Y,
                vec.X * mat.Row0.Z + vec.Y * mat.Row1.Z + vec.Z * mat.Row2.Z + vec.W * mat.Row3.Z,
                vec.X * mat.Row0.W + vec.Y * mat.Row1.W + vec.Z * mat.Row2.W + vec.W * mat.Row3.W);
        }

        /// <summary>
        /// Transforms a vector by a quaternion rotation.
        /// </summary>
        /// <param name="vec">The vector to transform.</param>
        /// <param name="quat">The quaternion to rotate the vector by.</param>
        /// <returns>The result of the operation.</returns>
        public static EVector4 Transform(EVector4 vec, EQuaternion quat)
        {
            EVector4 result;
            Transform(ref vec, ref quat, out result);
            return result;
        }

        /// <summary>
        /// Transforms a vector by a quaternion rotation.
        /// </summary>
        /// <param name="vec">The vector to transform.</param>
        /// <param name="quat">The quaternion to rotate the vector by.</param>
        /// <param name="result">The result of the operation.</param>
        public static void Transform(ref EVector4 vec, ref EQuaternion quat, out EVector4 result)
        {
            EQuaternion v = new EQuaternion(vec.X, vec.Y, vec.Z, vec.W), i, t;
            EQuaternion.Invert(ref quat, out i);
            EQuaternion.Multiply(ref quat, ref v, out t);
            EQuaternion.Multiply(ref t, ref i, out v);

            result = new EVector4(v.X, v.Y, v.Z, v.W);
        }

        #endregion

        #endregion

        #region Swizzle

        #region 2-component

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the X and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Xy { get { return new EVector2(X, Y); } set { X = value.X; Y = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the X and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Xz { get { return new EVector2(X, Z); } set { X = value.X; Z = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the X and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Xw { get { return new EVector2(X, W); } set { X = value.X; W = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the Y and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Yx { get { return new EVector2(Y, X); } set { Y = value.X; X = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the Y and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Yz { get { return new EVector2(Y, Z); } set { Y = value.X; Z = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the Y and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Yw { get { return new EVector2(Y, W); } set { Y = value.X; W = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the Z and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Zx { get { return new EVector2(Z, X); } set { Z = value.X; X = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the Z and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Zy { get { return new EVector2(Z, Y); } set { Z = value.X; Y = value.Y; } }

        /// <summary>
        /// Gets an OpenTK.EVector2 with the Z and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Zw { get { return new EVector2(Z, W); } set { Z = value.X; W = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the W and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Wx { get { return new EVector2(W, X); } set { W = value.X; X = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the W and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Wy { get { return new EVector2(W, Y); } set { W = value.X; Y = value.Y; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector2 with the W and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector2 Wz { get { return new EVector2(W, Z); } set { W = value.X; Z = value.Y; } }

        #endregion

        #region 3-component

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xyz { get { return new EVector3(X, Y, Z); } set { X = value.X; Y = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xyw { get { return new EVector3(X, Y, W); } set { X = value.X; Y = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, Z, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xzy { get { return new EVector3(X, Z, Y); } set { X = value.X; Z = value.Y; Y = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, Z, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xzw { get { return new EVector3(X, Z, W); } set { X = value.X; Z = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, W, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xwy { get { return new EVector3(X, W, Y); } set { X = value.X; W = value.Y; Y = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the X, W, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Xwz { get { return new EVector3(X, W, Z); } set { X = value.X; W = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Y, X, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Yxz { get { return new EVector3(Y, X, Z); } set { Y = value.X; X = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Y, X, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Yxw { get { return new EVector3(Y, X, W); } set { Y = value.X; X = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Y, Z, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Yzx { get { return new EVector3(Y, Z, X); } set { Y = value.X; Z = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Y, Z, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Yzw { get { return new EVector3(Y, Z, W); } set { Y = value.X; Z = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Y, W, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Ywx { get { return new EVector3(Y, W, X); } set { Y = value.X; W = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets an OpenTK.EVector3 with the Y, W, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Ywz { get { return new EVector3(Y, W, Z); } set { Y = value.X; W = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, X, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zxy { get { return new EVector3(Z, X, Y); } set { Z = value.X; X = value.Y; Y = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, X, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zxw { get { return new EVector3(Z, X, W); } set { Z = value.X; X = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, Y, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zyx { get { return new EVector3(Z, Y, X); } set { Z = value.X; Y = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, Y, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zyw { get { return new EVector3(Z, Y, W); } set { Z = value.X; Y = value.Y; W = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, W, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zwx { get { return new EVector3(Z, W, X); } set { Z = value.X; W = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the Z, W, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Zwy { get { return new EVector3(Z, W, Y); } set { Z = value.X; W = value.Y; Y = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, X, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wxy { get { return new EVector3(W, X, Y); } set { W = value.X; X = value.Y; Y = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, X, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wxz { get { return new EVector3(W, X, Z); } set { W = value.X; X = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, Y, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wyx { get { return new EVector3(W, Y, X); } set { W = value.X; Y = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wyz { get { return new EVector3(W, Y, Z); } set { W = value.X; Y = value.Y; Z = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, Z, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wzx { get { return new EVector3(W, Z, X); } set { W = value.X; Z = value.Y; X = value.Z; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector3 with the W, Z, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector3 Wzy { get { return new EVector3(W, Z, Y); } set { W = value.X; Z = value.Y; Y = value.Z; } }

        #endregion

        #region 4-component

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the X, Y, W, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Xywz { get { return new EVector4(X, Y, W, Z); } set { X = value.X; Y = value.Y; W = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the X, Z, Y, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Xzyw { get { return new EVector4(X, Z, Y, W); } set { X = value.X; Z = value.Y; Y = value.Z; W = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the X, Z, W, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Xzwy { get { return new EVector4(X, Z, W, Y); } set { X = value.X; Z = value.Y; W = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the X, W, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Xwyz { get { return new EVector4(X, W, Y, Z); } set { X = value.X; W = value.Y; Y = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the X, W, Z, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Xwzy { get { return new EVector4(X, W, Z, Y); } set { X = value.X; W = value.Y; Z = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, X, Z, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yxzw { get { return new EVector4(Y, X, Z, W); } set { Y = value.X; X = value.Y; Z = value.Z; W = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, X, W, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yxwz { get { return new EVector4(Y, X, W, Z); } set { Y = value.X; X = value.Y; W = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets an OpenTK.EVector4 with the Y, Y, Z, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yyzw { get { return new EVector4(Y, Y, Z, W); } set { X = value.X; Y = value.Y; Z = value.Z; W = value.W; } }

        /// <summary>
        /// Gets an OpenTK.EVector4 with the Y, Y, W, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yywz { get { return new EVector4(Y, Y, W, Z); } set { X = value.X; Y = value.Y; W = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, Z, X, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yzxw { get { return new EVector4(Y, Z, X, W); } set { Y = value.X; Z = value.Y; X = value.Z; W = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, Z, W, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Yzwx { get { return new EVector4(Y, Z, W, X); } set { Y = value.X; Z = value.Y; W = value.Z; X = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, W, X, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Ywxz { get { return new EVector4(Y, W, X, Z); } set { Y = value.X; W = value.Y; X = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Y, W, Z, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Ywzx { get { return new EVector4(Y, W, Z, X); } set { Y = value.X; W = value.Y; Z = value.Z; X = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, X, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zxyw { get { return new EVector4(Z, X, Y, W); } set { Z = value.X; X = value.Y; Y = value.Z; W = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, X, W, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zxwy { get { return new EVector4(Z, X, W, Y); } set { Z = value.X; X = value.Y; W = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, Y, X, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zyxw { get { return new EVector4(Z, Y, X, W); } set { Z = value.X; Y = value.Y; X = value.Z; W = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, Y, W, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zywx { get { return new EVector4(Z, Y, W, X); } set { Z = value.X; Y = value.Y; W = value.Z; X = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, W, X, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zwxy { get { return new EVector4(Z, W, X, Y); } set { Z = value.X; W = value.Y; X = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the Z, W, Y, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zwyx { get { return new EVector4(Z, W, Y, X); } set { Z = value.X; W = value.Y; Y = value.Z; X = value.W; } }

        /// <summary>
        /// Gets an OpenTK.EVector4 with the Z, W, Z, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Zwzy { get { return new EVector4(Z, W, Z, Y); } set { X = value.X; W = value.Y; Z = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, X, Y, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wxyz { get { return new EVector4(W, X, Y, Z); } set { W = value.X; X = value.Y; Y = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, X, Z, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wxzy { get { return new EVector4(W, X, Z, Y); } set { W = value.X; X = value.Y; Z = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, Y, X, and Z components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wyxz { get { return new EVector4(W, Y, X, Z); } set { W = value.X; Y = value.Y; X = value.Z; Z = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, Y, Z, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wyzx { get { return new EVector4(W, Y, Z, X); } set { W = value.X; Y = value.Y; Z = value.Z; X = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, Z, X, and Y components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wzxy { get { return new EVector4(W, Z, X, Y); } set { W = value.X; Z = value.Y; X = value.Z; Y = value.W; } }

        /// <summary>
        /// Gets or sets an OpenTK.EVector4 with the W, Z, Y, and X components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wzyx { get { return new EVector4(W, Z, Y, X); } set { W = value.X; Z = value.Y; Y = value.Z; X = value.W; } }

        /// <summary>
        /// Gets an OpenTK.EVector4 with the W, Z, Y, and W components of this instance.
        /// </summary>
        [XmlIgnore]
        public EVector4 Wzyw { get { return new EVector4(W, Z, Y, W); } set { X = value.X; Z = value.Y; Y = value.Z; W = value.W; } }

        #endregion

        #endregion

        #region Operators

        /// <summary>
        /// Adds two instances.
        /// </summary>
        /// <param name="left">The first instance.</param>
        /// <param name="right">The second instance.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator +(EVector4 left, EVector4 right)
        {
            left.X += right.X;
            left.Y += right.Y;
            left.Z += right.Z;
            left.W += right.W;
            return left;
        }

        /// <summary>
        /// Subtracts two instances.
        /// </summary>
        /// <param name="left">The first instance.</param>
        /// <param name="right">The second instance.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator -(EVector4 left, EVector4 right)
        {
            left.X -= right.X;
            left.Y -= right.Y;
            left.Z -= right.Z;
            left.W -= right.W;
            return left;
        }

        /// <summary>
        /// Negates an instance.
        /// </summary>
        /// <param name="vec">The instance.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator -(EVector4 vec)
        {
            vec.X = -vec.X;
            vec.Y = -vec.Y;
            vec.Z = -vec.Z;
            vec.W = -vec.W;
            return vec;
        }

        /// <summary>
        /// Multiplies an instance by a scalar.
        /// </summary>
        /// <param name="vec">The instance.</param>
        /// <param name="scale">The scalar.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator *(EVector4 vec, float scale)
        {
            vec.X *= scale;
            vec.Y *= scale;
            vec.Z *= scale;
            vec.W *= scale;
            return vec;
        }

        /// <summary>
        /// Multiplies an instance by a scalar.
        /// </summary>
        /// <param name="scale">The scalar.</param>
        /// <param name="vec">The instance.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator *(float scale, EVector4 vec)
        {
            vec.X *= scale;
            vec.Y *= scale;
            vec.Z *= scale;
            vec.W *= scale;
            return vec;
        }

        /// <summary>
        /// Component-wise multiplication between the specified instance by a scale vector.
        /// </summary>
        /// <param name="scale">Left operand.</param>
        /// <param name="vec">Right operand.</param>
        /// <returns>Result of multiplication.</returns>
        public static EVector4 operator *(EVector4 vec, EVector4 scale)
        {
            vec.X *= scale.X;
            vec.Y *= scale.Y;
            vec.Z *= scale.Z;
            vec.W *= scale.W;
            return vec;
        }

        /// <summary>
        /// Divides an instance by a scalar.
        /// </summary>
        /// <param name="vec">The instance.</param>
        /// <param name="scale">The scalar.</param>
        /// <returns>The result of the calculation.</returns>
        public static EVector4 operator /(EVector4 vec, float scale)
        {
            float mult = 1.0f / scale;
            vec.X *= mult;
            vec.Y *= mult;
            vec.Z *= mult;
            vec.W *= mult;
            return vec;
        }

        /// <summary>
        /// Compares two instances for equality.
        /// </summary>
        /// <param name="left">The first instance.</param>
        /// <param name="right">The second instance.</param>
        /// <returns>True, if left equals right; false otherwise.</returns>
        public static bool operator ==(EVector4 left, EVector4 right)
        {
            return left.Equals(right);
        }

        /// <summary>
        /// Compares two instances for inequality.
        /// </summary>
        /// <param name="left">The first instance.</param>
        /// <param name="right">The second instance.</param>
        /// <returns>True, if left does not equa lright; false otherwise.</returns>
        public static bool operator !=(EVector4 left, EVector4 right)
        {
            return !left.Equals(right);
        }

        /// <summary>
        /// Returns a pointer to the first element of the specified instance.
        /// </summary>
        /// <param name="v">The instance.</param>
        /// <returns>A pointer to the first element of v.</returns>
        [CLSCompliant(false)]
        unsafe public static explicit operator float*(EVector4 v)
        {
            return &v.X;
        }

        /// <summary>
        /// Returns a pointer to the first element of the specified instance.
        /// </summary>
        /// <param name="v">The instance.</param>
        /// <returns>A pointer to the first element of v.</returns>
        public static explicit operator IntPtr(EVector4 v)
        {
            unsafe
            {
                return (IntPtr)(&v.X);
            }
        }

        #endregion

        #region Overrides

        #region public override string ToString()

        private static string listSeparator = System.Globalization.CultureInfo.CurrentCulture.TextInfo.ListSeparator;
        /// <summary>
        /// Returns a System.String that represents the current EVector4.
        /// </summary>
        /// <returns></returns>
        public override string ToString()
        {
            return String.Format("({0}{4} {1}{4} {2}{4} {3})", X, Y, Z, W, listSeparator);
        }

        #endregion

        #region public override int GetHashCode()

        /// <summary>
        /// Returns the hashcode for this instance.
        /// </summary>
        /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
        public override int GetHashCode()
        {
            return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
        }

        #endregion

        #region public override bool Equals(object obj)

        /// <summary>
        /// Indicates whether this instance and a specified object are equal.
        /// </summary>
        /// <param name="obj">The object to compare to.</param>
        /// <returns>True if the instances are equal; false otherwise.</returns>
        public override bool Equals(object obj)
        {
            if (!(obj is EVector4))
                return false;

            return this.Equals((EVector4)obj);
        }

        #endregion

        #endregion

        #endregion

        #region IEquatable<EVector4> Members

        /// <summary>Indicates whether the current vector is equal to another vector.</summary>
        /// <param name="other">A vector to compare with this vector.</param>
        /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
        public bool Equals(EVector4 other)
        {
            return
                X == other.X &&
                Y == other.Y &&
                Z == other.Z &&
                W == other.W;
        }

        #endregion
    }
}
